Traveller

Libreville is the heart of Earth’s multi-world civilisation. With the base of the Beanstalk located inside the mega-city it links humanity to the far-flung colonies. It is home to largest maritime port complex on Earth, and air and spaceports dot the nearby Gabon countryside. It is also a corporate haven as every major commercial enterprise and foundation on Earth has an office in Libreville. Residential enclaves for the elite surround a city core of luxurious excess.

Liberty: Fighting Crime in America’s Off-World State is a sourcebook and two adventures for 2300AD. It outlines the culture and politics of Ellis’s state capital, Liberty, and several of its prominent citizens. The first adventure, Profit Without Honour, places the player characters in the roles of federal agents investigating a major drug trafficking ring. In the second adventure, Desert and Reward, the player characters hunt for a hidden compound full of New America fanatics.

2300AD games range from interstellar exploration and interstellar war, down to the gritty streets and the mega-cities of the human Core. This is a game about people, and their rise to the stars. Aliens are a part of the 2300AD milieu, but the focus of the game is on Humans. The Traveller Core Rulebook is required to play 2300AD.

Life on the Frontier requires tools and technologies to adapt and grow on alien worlds. Within this book, you will find modular shelters, prefabricated towns, genetically-adapted crops, animals, power tools, vehicles and firearms, all necessities of life on distant colony worlds.

Explore the sights and mysteries of the French Arm, one of humanity’s main thrusts into the depths of space. This book contains a series of linked adventures set in the French Arm, allowing you to kick start a 2300AD campaign quickly and with the minimum of fuss. Combined with the forthcoming French Arm sourcebook, referees will have everything they need for months of adventuring through an area of space troubled by a powerful alien invasion.

The fighting arms of the navy are the core of those organisations and Adventure 3: Trillion Credit Squadron allows players to construct, deploy and engage these fleets. This book takes what was presented in Book 2: High Guard and pushes further into the organisation and building of capital ships, the equipment they use, and the locales they fight within. The assets available to architects and limitations on design and construction, such as funds, required capabilities and pilots, are all present here.

Adventure 4: Into the Unknown is a complete self-contained adventure that can be expanded into a complete mini-campaign that will challenge players to explore and solve problems with more than just a laser.

Agent of the Imperium carries the reader through the star-spanning Third Imperium with exciting glimpses of the universe of the far future. Based on the universe of the Traveller science-fiction role-playing game system.

The perfect companion to French Arm Adventures, Atlas of the French Arm is a complete campaign setting for 2300AD that provides enough material to keep players and referees going for months. Also look out for the third part of the French Arm trilogy, Ships of the French Arm.

Far from being simple white or blue collar workers, or unassuming librarian types, Book 10: Cosmopolite contains everything you need to make Citizens and Scholars among the most exciting careers to play in Traveller.

Welcome to the Central Supply Catalogue! This book contains a variety of equipment Travellers might want, need, or wish they had as they cross the galaxy. The Central Supply Catalogue also contains rules to bring Robots into your campaigns, an availability system to ensure Travellers have to work to find the more exotic items, and new weapon traits that bring truly lethal firepower to adventures.

The Travellers are sent to Amondiage in the Old Islands subsector to pick up a starship. Their mission is to take it to Zuflucht for transfer into Imperial space ‘behind the claw’ in Deneb or the Trojan Reach. However, the task is not simple; the ship is not sitting on a berthing pad at Amondiage - it is in fact on an entirely different world and not in a flyable condition...

Great Rift Adventure 2: DeepnightEndeavour takes place aboard a derelict exploration vessel which the Travellers must enter to locate fuel. With no way to get home, they discover there are survivors, and that the ship has taken aboard a malevolent entity seeking to reach an inhabited planet. The Travellers might simply try to escape or they could attempt to destroy the entity, but they will face opposition from the original crew as well as the entity itself.

Flatlined takes place on the world of Neon, in Usher subsector of Reft. The Travellers awaken in a crashed spacecraft with only the vaguest memories of how they got there. First, they must survive, then discover how they came to be there. After that, their troubles really begin…

This book is a major expansion to the Traveller roleplaying game, enabling you to design, build and fly spacecraft of all types found throughout the galaxy. You will find rules to modify existing ships, design high performance space superiority flyers, and construct the largest capital ships to travel the space lanes.
High Guard also presents new approaches to handle spacecraft operations, from engaging in vicious boarding actions to spacecraft security, from employing a range of warheads in missiles to accessing technologies seen in science fiction settings beyond the Third Imperium. Your warp drives await.

In High and Dry the Travellers are given a ship in which they can explore the galaxy for the rest of the campaign – the only catch is that they have to find it first. Travelling to the quiet world of Walston, the Travellers will have to engage with the locals, locate their ship and repair it before they can return home. However, the ship has been left in the crater of a volcano, and there have been tremors rocking the surrounding area for quite some time…High and Dry is the perfect introductory adventure for Traveller, full of exploration, character interaction and a truly explosive finale!

An Ancient War-Ravaged World and a Deadly Foe!
Quickstart primer and introductory adventure for Mindjammer (Traveller edition).
Requires the use of the TRAVELLER CORE RULEBOOK, available from Mongoose Publishing

Explore a Brand New World of Transhuman Sci-Fi Roleplaying For Your TRAVELLER™ Game! The Ennie Award-winning transhuman science-fiction RPG setting returns, in a brand new edition for use with the TRAVELLER roleplaying game!

No Thank You, Evil! is a tabletop game of creative make-believe, adventure, and storytelling. In No Thank You, Evil!, you create a character based on a couple of cool, descriptive, imagination-firing traits. The Guide (a special role often played by a parent or older sibling) presents a dilemma, and the players set off on an adventure of the imagination. Along the way you use your character’s special skills, companions, and equipment to overcome obstacles. Maybe you’ll rescue a friend from Dragonsnot Falls, save the world’s biggest adventure park from an ancient curse, or fix Whizbang’s broken time machine before it’s too late! Whatever you choose, you’re sure to solve mysteries, gain friends, confront bad guys, and have a wild adventure!

A truly massive Traveller sandbox, the Pirates of Drinax is packed with enough adventures and source material to keep even the most dedicated group going for years! In the Pirates of Drinax, the Travellers play a band of adventurers entrusted by the King of Drinax with a letter of marque, permitting them to prey on ‘illegal’ trade within the borders of the vanished kingdom. The King hopes this piracy will give him the leverage he needs to restore Drinax to its former glory, and intends for the Travellers to win back all the planets lost over the last two centuries – but the King’s plans are just the starting point for this campaign.

Set in the Sindal Subsector featured in the recently released Traveller Core Rulebook, Marooned on Marduk is the perfect introduction to the Trojan Reach and the new edition of Traveller. The Traveller’s shuttle to Marduk is damaged during an attack by raiders, forcing it to crash-land far from civilisation. With night falling and little prospect of immediate rescue the Travellers will be forced to seek shelter in nearby ruins, where they discover they are not alone.

In Reach Adventure 2: Theories of Everything the Travellers are hired as crew and research assistants aboard the laboratory vessel Insight III. The ship is owned by a cooperative of scientists working in a cross-discipline environment to solve problems and discover knowledge as they journey across the vast reaches of space… or so they claim. In fact, Insight III is basically a jump-capable shouting match as its owners bicker, squabble and argue their erratic way across a dangerous subsector.
Set in the Sindal Subsector featured in the recently released Core Rulebook, Theories of Everything is an exciting and memorable adventure set in the Trojan Reach.

A Leviathan-class merchant cruiser was engaged in an exploratory trade cruise into the so-called Outrim Void. She is long overdue, presumed lost, and has not been located by a search of the trans-border worlds...

This setting book for the Traveller game engine is your chance to make a difference in the war, do you have what it takes to turn the tide of the war, or even hold your faith in the midst of the worst conflict of all time. This product contains information on careers, ships, worlds and equipment as detailed in the Double Spiral War trilogy for the Traveller Role Playing Game. A full ToC can be found under the Flash Preview link.

Only the boldest dare venture into the depths of the Great Rift, crossing the abyss of empty space to find unexplored star systems and forgotten wonders. Deep in the Great Rift lie ancient mysteries, strange alien races and human cultures who have not seen offworld contact in centuries. Portside rumours speak of giant creatures capable of interstellar flight, and of starship wrecks belonging to no known race.

Traveller is back, and it is better than ever! Based on the Classic Traveller rules set, this book has been streamlined for modern roleplaying, and yet still retains that unmistakable Traveller aura. With complete rules for character and world creation, spaceships, encounters and trading, it is your gateway into new universes.

Traveller is a science fiction roleplaying game of bold explorers and brave adventurers. The Traveller Core Rulebook contains everything you need to create one of these adventurers and begin exploring the galaxy. Spaceports, ancient civilisations, air/rafts, cold steel blades, laser carbines, far distant worlds, and exotic alien beasts – this is the futuristic universe of Traveller, the original and classic science fiction roleplaying game. Come visit the future.

This book, the first in the Minor Alien Module series, explores the Luriani, detailing their history, society, physiology and technology. Players will enjoy creating Luriani characters and flying Luriani ships, while referees will have access an entirely new civilisation for their games.

With a stunning ship'cockpit facing the players, and every vital table for the referee, the Traveller Referee’s Screen is the perfect complement to a well-run Traveller campaign. Fully updated to the latest edition and with all the important tables and charts, the new Traveller Referee’s Screen is constructed from quality heavy-weight cardstock that will stand the ravages of many years’ gaming.

Traveller is a science fiction roleplaying game of bold explorers and brave adventurers. The Traveller Core Rulebook contains everything you need to create one of these adventurers and begin exploring the galaxy.
Spaceports, ancient civilisations, air/rafts, cold steel blades, laser carbines, far distant worlds, and exotic alien beasts – this is the futuristic universe of Traveller, the original and classic science fiction roleplaying game.
Come visit the future.